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Indie, AAA, and AA Games: A Comparison

This is a part of Gameopedia’s Game Terminology and Taxonomy series, where we talk about the different kinds of game categories and aim to give our audience in-depth knowledge about them. This blog consolidates the difference between the major classes of games- Indie, AA, and AAA.

The video games industry generated almost $180 billion in 2020. In 2021, the video game market size in just the United States surpassed $85.86 billion. Video games, whether they are AAA, indie, or AA titles are important as a market for not just their significant revenue numbers but also for the value they create for the video game ecosystem. We’ve extensively covered AAA and Indie games in our previous blogs and broken them down based on factors like their budget and scope. However, to make it easier for those who use these classifications, we’ll discuss the salient points of each video game class and distinguish between them.

Deciphering Indie, AAA, and AA Games

While many find these informal yet effective definitions of benefit, game developers and publishers use them for marketing. Another group of people who use them extensively are e-retailers while categorizing game titles and pages.

Let’s look at the basic definition for each before we head into the differences between them.

Indie Games: Indie game stands for independent video game. Indie game companies are of two kinds. The first refers to the “independent” status of the company-  they are not owned by a parent company that defines the company’s direction. The other refers to the small, self-funded nature of these companies. In the indie game industry, studios are often made up of less than ten people (sometimes even one person) and usually depend on crowdfunding and donations to fund their games. There are some highly successful indie studios who are financially stable but still produce smaller games. Examples of Indie games include Transistor, Minecraft, and Celeste.

AAA Games: These are game titles made by companies that can produce huge, blockbuster-style games. They have large budgets – both for development and marketing – and they sell several million units upon release. These companies are staffed by hundreds of people, usually spread across offices in multiple countries.  Examples of AAA games are the Assassin’s Creed series, FIFA titles, and Final Fantasy games.

AA Games: These are titles made by companies with significantly smaller budgets allocated to produce their games. They are still developed by large groups of people spread across multiple offices, but they do not have the scale and reach of AAA games. Some examples of AA games are Life is Strange, A Plague Tale: Innocence, and Remember Me.

What Separates Indie, AAA, and AA Games

Let us look at how these game classes stack up against each other.

 IndieAAAAA
Development BudgetOn average, the real development cost of an Indie game is around a few thousand dollars to $1 million.Ranges upward of $50 million, if not significantly more. It is estimated that GTA V cost over $137 million just to develop.The costs for these are extremely variable, lying between that of an indie and a AAA game. For instance, the pre-production budget for Life is Strange was around €4 million.
Marketing PushIndie games often rely on word of mouth or curated collections to be made known to their audience. Social media, communities, and forums are also major points of importance for their marketing push.Marketing budgets can also be similar to or even higher than the development cost. An example would be Final Fantasy VII, which cost around $45 million to make, and had a U.S. marketing budget of around $100 million.There are not many concrete details available about AA game marketing budgets but they are between those of indie and AAA games, but usually a lot less than the latter. For instance, PUBG had no marketing budget at all but used word of mouth by partnering with Twitch streamers to promote their game.
Team SizeIndie games are made by small teams, at times consisting of just one person. For example, Undertale in its entirety was made by one Toby Fox.The production teams for AAA title video games are huge, with at least 50 to 100 employees working on it. For instance, at Ubisoft, AAA game development for open world games involved 400 to 600 people.Again, detailed data is not exactly available for AA games. However, going by games like Life is Strange, whose team grew to a size of about 40 people, Hellblade: Senua’s Sacrifice, which had a team of 20 people, and PUBG with 35 people we can say the size is usually below 50 people.
Dedicated PublisherThey don’t have a dedicated publisher, or if they do, they maintain creative freedom.These games are usually published and made by large, established companies with a great deal of experience.A double-A development studio will typically be backed by a publisher but not fundamentally part of that publisher, and thus have somewhat more freedom to innovate and experiment compared to AAA studios.
Graphics & TechnologyThey tend to focus more on innovation, storytelling, and fun mechanics. Their graphics and technology are usually far from cutting edgeAAA games tend to use the latest technologies like game engines and custom development tools. They often develop their own proprietary game engines, such as Epic Games’ Unreal Engine and use expensive tech like motion capture to render gorgeous cinematics and animations.AA games usually prioritize excellent gameplay and storytelling, or innovative mechanics. However, their graphical and technical quality is certainly high-quality, if not cutting edge.
Production ValuesIndie games are usually smaller in scale compared to their counterparts. Their voice/acting talent might not be the best in the industry however and these games tend to focus on interesting mechanics and excellent storytelling because of their limited budgets.Triple-A games hire famous and established voice actors and character models for their games. For example, Mark Hamill voiced the Joker in Arkham Asylum and Kit Harrington was a major antagonist in Call of Duty: Infinite Warfare.AA games fall in the middle: they are expected to have good production values, but often, character models and voice actors feature people who aren’t very famous. A Plague Tale: Innocence went to the extent of developing their own proprietary engine and putting extensive detail into textures and lighting.
FranchisingIf an indie game is successful, their developing studio might be acquired and sequels made, or the developers might make a sequel themselves. Some examples are Axiom Verge 2 and the to-be-released Hollow Knight Silksong. However, these are the exceptions rather than the norm.These are usually intended to become video game franchises post-success. For example, FIFA and Assassin’s Creed.These games tend to become franchises if their first venture proves a success. Example: A Plague Tale: Innocence, has a sequel Requiem expected in 2022.
Threshold for SuccessTitles in the Indie game industry have a low threshold for success as their development budgets are lower.These games have a high threshold for success and ideally sell upward of 2~ million copies to break even if not be profitable, though this depends on their total budget.While data is not easily available for AA games, going by their budgets, their threshold lies between AAA and Indie Games.
Streaming and ContentIndie games like Among Us created a huge buzz in 2020 thanks to streamers playing it in groups. Minecraft has always had a huge YouTube community as well.A lot of AAA titles are streamed on platforms like Twitch and Youtube, generating millions of views. Watching their streamers play through games like Genshin Impact or The Witcher 3 is an enjoyable pastime for many.AA games like It Takes Two and Life is Strange are often played by popular streamers to their audiences on platforms like Twitch and generate a large number of views.
EsportsIndie games aren’t very prevalent in e-sports.AAA titles account for most of the esports happening around the world, be it Valorant or League of Legends to name a few.A games contribute to esports on occasion. PUBG being a famous example that revitalized the battle royale genre and contributed to more esport events for this genre.
Notable ExamplesCeleste, Minecraft, Transistor, Hades.Assassin’s Creed, FIFA, The Elder Scrolls, the Final Fantasy video game franchise.A Plague Tale: Innocence, It Takes Two, Life is Strange, PUBG.

From the table above, you can see the notable characteristics of each game class as well as the key differences between them. This should be able to help you distinguish between AAA, AA, and Indie games.

Conclusion

With this blog we have tried to  understand the characteristics of the different game classes. We at Gameopedia have specialized in collecting and curating game information about AAA, AA, and Indie game titles for the last 12 years and have been working with companies across the gaming ecosystem. From release dates, genres, and descriptions to in-depth game breakdowns, we strive towards providing the best to our clients. Reach out to us at services@gameopedia.com to learn more about our offerings.

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Cloud Gaming: Is it the Future?

As a result of the pandemic, video games shot up in popularity as a way of entertainment during the lockdowns. COVID helped propel U.S. video game sales to a record $56.9 billion in 2020, a massive 27% increase over the previous year. Video games are constantly evolving in terms of graphics, mechanics, and more. They progressively require better computer specifications to run properly. It’s unlikely that you’ll be able to run a game made in 2021 on a PC you got in the 2000s, unless you’ve significantly upgraded your rig. Cloud gaming seems to be an increasingly viable solution to this issue. But what exactly is it?

When you usually play games, you download the game or (increasingly rarely) play it off a disc. The way your game looks and runs depends upon your device’s processor and graphics card. With cloud gaming, you stream the game as a series of compressed video frames which react to your input. The game is running on a remote server that bears all the processing load instead of your system. When you press a key for your character to move forward, this input gets sent to this server which tells the game what you pressed, then sends you a new video frame which shows you the result of your action.

A simple representation of how cloud gaming works.

The cloud gaming idea has been around for a decade or two, but has become a serious contender as of late. With the continuous difficulty customers are facing in securing state-of-the-art gaming hardware such as graphic cards, processors, and consoles, it is growing increasingly attractive as an alternative and was estimated to be a $1.5 billion industry in 2021. Current mainstream cloud gaming services include console cloud gaming services PlayStation Now and Xbox Cloud Gaming, as well as Amazon Luna and Nvidia’s GeForce Now. Google has also committed to bringing at least 100 new games to their cloud service Stadia by the end of 2022.

The future only seems brighter as cloud gaming is expected to expand at a compound annual growth rate (CAGR) of 48.2% from 2021 to 2027. 

Key Stakeholders in Cloud Gaming

Cloud Gaming Platforms: These are the services and content providers which let you play games on their servers and devices and provide you with the stream across the internet. They also provide games, game bundles, and subscription passes to users.  They include the likes of Google Stadia, GeForce Now, Playstation Now, and Xbox Game Pass.

Game Developers and Publishers: They make and publish the video games provided by content services. Examples are Activision, Tencent, and Ubisoft.

Internet Service Providers: An integral part of a successful gaming experience on the cloud is high-quality internet access. Examples include Xfinity, Comcast, and Verizon.

The History of Cloud Gaming

The first demonstration of cloud gaming technology was by startup G-cluster (short for Game Cluster), which introduced its product at the 2000 E3, and released around 2003. In their initial model around 2005, G-cluster offered PC games that ran on their servers. They used service and software providers to help their service reach network operators, and then offered the games through portals to customers.

In 2010, with improvements in data, video compression, and smartphone capabilities, the potential for gaming on the cloud rose. Services like OnLive and Gaikai were announced around this time. OnLive had acquired some support from large publishers like Ubisoft, 2K Games and THQ but they found it difficult to get other publishers onboard as they were wary of the subscription price model. Gaikai was acquired by Sony Computer Entertainment in July 2012 for $340 million, and by October 2012, was offering PlayStation games on the cloud. Ultimately, the technology behind Gaikai was used as the foundation for PlayStation Now, first introduced in 2014. OnLive meanwhile never made a profit and was acquired by OL2. After that failed as well, OnLive and OL2’s intellectual property was acquired by Sony Computer Entertainment in April 2015, then shut down in a month. The acquisition of both Gaikai and OnLive’s intellectual property gave Sony access to a range of patents covering cloud gaming.

By May 2018, a new chapter started in the history of cloud gaming with Electronic Arts acquiring cloud gaming assets and talent from GameFly. They announced “Project Atlas” to remotely process and stream blockbuster multiplayer HD games with the lowest possible latency. That month, tech giants Google and Microsoft also announced cloud gaming initiatives, with Google beginning to pilot “Project Stream” (including a closed beta featuring Assassin’s Creed Odyssey running via a client in the Google Chrome web) and Microsoft announcing the upcoming Project xCloud, leveraging Microsoft Azure technology.

At the Game Developers Conference in 2019, Google officially announced its cloud gaming service Stadia, which launched on November 19 of that year. In April 2020, Google removed the entry fee for the Stadia cloud service, thus making video games available to users for free.

Amazon introduced its own cloud service Luna in September 2020. Games on the service will be offered via a channel-style subscription service, with Amazon’s own games and those from Ubisoft available at the service’s launch. One of the most recent updates in the history of cloud gaming was in October 2021, when NVIDIA announced its next-generation cloud gaming platform — delivering GeForce RTX 3080-class gaming on GeForce NOW™ — available exclusively in a new, high-performance membership tier.

Samsung also officially announced its new game streaming discovery platform, Gaming Hub for their range of Smart TVs, at CES 2022. Gaming Hub is essentially a new software platform that brings other gaming streaming platforms together in the same place, while offering gamers suggestions and ways to discover new content.

Samsung Gaming Hub could help gamers find new content and unify streaming platforms.

Why Cloud Gaming is Increasingly Attractive

  • With cloud gaming, you don’t need to upgrade your PC or console. Instead of buying expensive gaming hardware, a basic laptop or even a mobile phone would do. You could also buy a cheap streaming box and controller that plugs into your television and home network.
  • You can play games on any OS or Device. The majority of high-end, non-mobile games are currently limited to PCs (mostly running the Windows OS) or consoles. Gaming on the cloud would allow games to become more platform-independent, allowing PCs and tablets running Mac, Linux, Android, and other operating systems to play games that might otherwise only run on Windows.
  • Television manufacturers could integrate support for cloud-gaming services into their smart TVs. The TV wouldn’t need any powerful, expensive gaming hardware — any TV with the correct software and a controller could work for gaming without any additional hardware required. Some smart TVs already include this feature via their OnLive integration, or plan to in the future, such as Samsung Gaming Hub.
  • A lot of games may require a download of 10GB, 20GB, or even more before you can play them. Cloud gaming would allow you to start playing games instantly, as the server already has the game installed and can start playing it immediately. This helps avoid waiting for patch updates as well.
  • Cloud services would allow for very easy spectating of games, such as professional gaming matches. Spectators wouldn’t need the game installed, as the video stream could be easily duplicated for many users.
  • If games ran on remote servers instead of your own computer, they’d be almost impossible to pirate. This makes gaming on the cloud an attractive form of DRM to publishers, if not to gamers.

Impediments to the Success of Cloud Gaming

While cloud gaming comes with several advantages, it does face some challenges as well. Let’s look at some of them.

1. The quality of your cloud gaming experience depends considerably upon the speed and bandwidth of your internet connection. Access to high quality internet is still a pressing issue in several countries and is arguably the biggest obstacle to gaming on the cloud.

2. The gameplay ‘video’ you receive from a cloud-gaming service is compressed, thus it won’t be as sharp and high-detail as what could be rendered by a high-end gaming PC. However, the compressed video you receive may look better than a game rendered at lower detail locally.

3. Cloud gaming services require a large amount of bandwidth. If you have bandwidth caps on your Internet connection, this could be a serious problem. If everyone played games using cloud services, bandwidth usage would increase dramatically.

Even highly optimized platforms like Shadow have higher latencies than local hardware.
  • Games react to your actions much more quickly when they’re running on your local computer. Reaction time is faster when your mouse movement just has to reach your local device than when it has to travel over an Internet connection, be rendered and compressed, and then travel back to you. Cloud-gaming services will always have more latency than local hardware.
  • Publishers love the DRM results of cloud gaming, but many gamers would be at a disadvantage if cloud gaming became the primary way to play games. Just as it’s impossible for people living in certain areas to play always-online games like Diablo 3, cloud gaming would have even higher Internet connection requirements.

The Future of Cloud Gaming

Cloud gaming is still very much in its infancy. That said, many players around the world are already seeing the benefits of cloud gaming and rallying around it as their favorite way to play. For this group, the future of cloud gaming is bright and it is already a viable gaming solution as a result of better access to high-quality internet globally. There are also developers like Mainframe planning to make cloud-native games which will help make the cloud more popular. They’ve raised $22.9 million to develop cloud-native games in November 2021. An increase in partnerships between cloud gaming platforms and game developers and publishers will also lead to the industry thriving. 

Mainframe Industries is working on their cloud-native game which might revolutionise the industry.

A proposed method to improve game streaming’s scalability is adaptive graphics processing unit (GPU) resource scheduling. Most cloud gaming providers are using dedicated GPUs for each person playing a game. This leads to the best performance but can waste resources. New resource management algorithms have been developed that can allow up to 90% of the GPU’s original power to be utilized even while being split among many users. Another idea is predicting the gamer’s input to try and reduce latency using algorithms. Stadia’s head of engineering Majd Bakar foresaw the future possibility of using such a concept to “reduce latency to the point where it’s basically nonexistent”, and called this concept “negative latency”.

Either way, the future of cloud gaming and the cloud-gaming ecosystem seems bright.

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